Bloodborne & The Old Hunters Collector’s Edition Guides

Future Press gone behind the scenes with Bloodborne's creators to unearth every secret hidden within the mysterious city of Yharnam. Your hunt through the streets of Yharnam will be your most exciting and rewarding journey yet, and the road will be hard. But fear not! These guides are your key to mastering the merciless challenges and navigating the darkest depths of the city. [More]

Basic Information

In-Game Description

A common torch formed by wrapping a pine resin-drenched
cloth around the end of a long stick.

Hunters choose torches not only because the hunt leads
them to the darkest nooks, but also because certain creatures
they encounter are possessed of a deathly fear of flame.

Overview

The Torch is strictly inferior to the Hunter's Torch. It can be used to strike an enemy for fire damage, but the amount that it deals is very low. It should only be used as a light source and to scare enemies that fear flame. Replace it once you find the Hunter's Torch.

Availability

Treasure in (Main Story): Central Yharnam, at the Plaza gate with Huntsman's Minion banging on it

Durability

Durability of the weapon depletes when used. This means hitting an enemy, destructible object or bouncing off the walls. Hitting undestructible objects and environment does not deplete your durability. Style of an attack or upgrade of the weapon, even different weapon, does not matter - each count as one hit. Every 10th hit against the enemy/object depletes 1 durability. Exception is Tonitrus, which when in self buffed mode, depletes durability at rate of 2 hits. Hitting an enemy in dying animation still counts as hit. Also hitting multiple enemies/destructible objects at once counts as one hit per enemy - hitting 3 enemies at once counts as 3 hits towards durability counter. Shields lose 1 durability every 10th hit.
Bounce means when your hit is bounced back off the wall or other objects. Every 5th bounce depletes 1 durability. Not every weapon can be bounced off, Torch belongs into the category which cannot.

Damage reduction when heavily worn. When weapon is at 30% of total durability, it reaches the Risk state and AR is reduced by 30% and when it hits 0% of total durability, weapon is Broken, then AR is reduced by 50%. Torch which has 100 points of durability reaches risk state at 30 Dur. Workshop's Repair: cost of repair depends on the weapon and its upgrade. For Torch it's 2 Blood Echoes per 1 point (values are rounded), full repair costs are 150 Blood Echoes.

Notes

Cannot be fortified

It may seem to be completely obsolete due to existence of Hunter's Torch, but do not miss it. It is required for acquiring Hunter's Essence (Acquire all hunter weapons) Trophy.

Key

Damage

Requirements

Stat Bonuses

Special Attack

The Damage stat dictates how much damage the weapon does. The Damage stats for a weapon are V / W / X / Y / Z:

V is Physical damage

W is Blood damage

X is Arcane damage

Y is Fire damage

Z is Bolt damage

The Requirements determines how high various Stats must be in order to wield the weapon effectively. The Requirement stats for a weapon are W / X / Y / Z:

W is the Strength required

X is the Skill required

Y is the Bloodtinge required

Z is the Arcane required

The Stat Bonuses rating indicates the level of bonus you receive based on the associated Stat when you use a weapon. This rating can be S , A , B , C , D , or E (in order from most to least bonus for the associated stat). For more information about the scaling as a whole and its values visit the Scaling wiki page.